Official WOFN Interview Questions Thread

Thursday at 9pm EST WOFN will bring you an interview with the Sierra side of the Tribes: Vengeance development team. If you have questions for the team, go ahead and reply to this thread so we can get a list together before the caos in the irc channel.

Be sure to join #wofn to chat with the dev team and tune into WOFN tomorrow at 9!
 
ETA of Open Beta.

Will there be air vehicles with 2 or more player slots?

Will there be an additional ground vehicle with 2 or more player slots?

Does Thrax like us?

Will there be a stand-alone dedicated server? If so, will the interface be GUI?
 
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Will you be able to change the port on which the game is played? Like for example, can I change the port to 80 by using an out of game console?
 
How much do we already know? What percentage of the game is unknown to us, and what percentage of that unknown percentage is special top-secret awesome suprise unknowns? What's the next BIG thing?
 
Would you reveal any new gametypes, and if so, the names and short descriptions of those gametypes?

Would you give us any information concerning how you or the developers will handle the inevitable influx of negativity that comes with the release of the open beta? If so, what information?

Can you give us details concerning how Sierra plays into the entire process of creating Tribes: Vengeance?

Could you divulge any information concerning currently unrevealed vehicles or weapons?

Could you give a formal response to the criticism that Tribes: Vengeance is a dumbed down version of Starsiege: Tribes? To clarify, by dumbed-down they mean game elements are being simplified and made newbie friendly to the detriment of skilled players.

How do you respond to the complaints given by a small but vocal section of the community who believe Tribes should be a very slow, skiingless epic wargame?

How do you respond to the complaints given by a small but vocal section of the community who would like to see all remnants of the wargame gamestyle - including vehicles, deployables and the like - cut from the design of T:V and future Tribes games?

How do you respond to those Tribes 2 players who believe the Tribes 2 community system - especially the unique name and tagging system - is a vital part of Tribes?

Do you think the single player game will be sufficiently long and involved that new people will purchase Tribes: Vengeance merely on the merits of single player alone?

Would you be so bold as to actually claim this game will be of such high quality that its existence will convince cynical players of both T1 and T2 to pick up a new Tribes game? Or do you believe that these people are so hardset on a certain vision of Tribes gameplay, that no matter T:V's quality they will force themselves to dislike it?

How far are you willing to take community opinion into account during the open beta? Especially considering that negative feedback *will* outweigh the positive, since people who don't like games often go out of their way to flame it?

How finalized is the game? By this I mean, "Roughly how many percent of the game features are likely to remain unchanged between now and going gold?"

What is being done to make indoor fighting more interesting?

What is being done to make vehicles useful in a competitive environment without making the game vehicle-centric?

At this point, do you expect Tribes: Vengeance's CTF will retain that element of the chase that made Starsiege: Tribes and later Tribes 2 classic much more fun than the alternatives?

Umm... that should be enough for now.
 
Will there be a targeting laser at all?
Will there be any localized damage (even if it's just for headshots)?

And will we, lonely HoFs and HDs, have a built-in Swimsuit HUD?
(and it needs to be easily replaced with pron)
 
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What are the last couple weapons? (probably won't answer that, but worth a shot)

On the next video, could you please have someone that's good at skiing (KP) do a REAL ski route? ie. fly above a hill, ski down, disc jump, grab flag.

edit: How many weapons are the lights and mediums going to carry? Light = 2, Med =3-4, Heavy = 5? (Dunno if this was answered in another thread, ves)

edit2: Will T:V have built in Happy Flag like T2? The constant HUD icon over the flag carrier.
 
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Please specify current features planned or already implement for servers

-Remote Managment
-In game managment
-Linux server version?

I dont want an answer "look for Unreal features", i want to know which of the Unreal options has the dev team enabled.

Regards
BinderAJ
 
What has Tribes 1 and Tribes 2 taught you about what makes a Tribes game, and what gameplay elements are most important to you?
 
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